Free your mind
The company and their wish
Digital Child Rights (DCR) advocates for the wellbeing and rights for children in an evergroing digital world. However, there is limited participation and awareness among teenagers.
Therefore, the non-profit-organization asked us to design a hangout place for teenagers where they would go to multiple times and has a positive effect on their life in the digital world.
The impact of the final result
My team and I concepted a pop-up shop where teenage girls can participate in creative workshops, like tote bag painting and candle colouring. In addition, there will be worked with Lighttables: these are tables that guide the people at the table in getting to know eachother by asking questions in a common category. Doing so, the girls will socially connect even though they're solo visiting.
Personal development
Skills used
Leadership: keeping the overview, delegating tasks, speaking up when there is room for optimization
Skills developed
Evaluating business strategies by composing a Value Proposition and Business Model Canvas
Creating AI video's in Google Flow
Areas for Improvement
Learning from existing organisations: even though some inspiration was picked-up by talking with 2 organisations, there could have been some more lessons learned
Gathering insights through user research
We used methods like: stakeholdermapping, empathy mapping, journeymapping, interviewing and desk research. The key insights are listed here below.
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Phones are influencing important aspects in the life of teenage girls, like sleep and social contact
Teenage girls want to limit their screen time, but they find this hard
The girls feel a social pressure to stay online
Teenage girls want to go out, but physical safety plays a large role in deciding where to go
The girls love creative activities, but those are often relatively expensive
Composing a business strategy and website
Preview of the website on a teenager's phone:
Designing a lighttable to make the teenage girls connect
When girls are solo visiting the pop-up, they would like to break the ice with the people sitting next to them. However, this can be quite scary. This table guides the girls in getting to know eachother by asking questions in a common category. Doing so, the girls will socially connect within no-time.
I designed this flow in multiple iterations, each time optimizing another bit. For example adding a guide on how to play at the beginning, giving the girls some extra time during the game to answer some questions and making the text readable for both sides of the table.



